/*
show achievement
*/
star_x = argument0; // the x position of the first star
star_y = argument1; // the y position of the first star
spacing = argument2;    // spacing between 2 star
score_line_1 = argument3; // id score between bad and normal
score_line_2 = argument4; // id score between normal and excelent
score_line_3 = argument5;
score_line_4 = argument6;
show_depth = argument7;

(instance_create(star_x-200,star_y,obj_achievement)).depth = show_depth;
if(gb_current_level_score<score_line_1){
    (instance_create(star_x,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+sprite_get_width(spr_star_yellow)+spacing,star_y,obj_star_dark)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*2,star_y,obj_star_dark)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*3,star_y,obj_star_dark)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*4,star_y,obj_star_dark)).depth = show_depth;
}else if(gb_current_level_score<score_line_2){
    (instance_create(star_x,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+sprite_get_width(spr_star_yellow)+spacing,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*2,star_y,obj_star_dark)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*3,star_y,obj_star_dark)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*4,star_y,obj_star_dark)).depth = show_depth;
}else if(gb_current_level_score<score_line_3){
    (instance_create(star_x,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+sprite_get_width(spr_star_yellow)+spacing,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*2,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*3,star_y,obj_star_dark)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*4,star_y,obj_star_dark)).depth = show_depth;
}else if(gb_current_level_score<score_line_4){
    (instance_create(star_x,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+sprite_get_width(spr_star_yellow)+spacing,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*2,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*3,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*4,star_y,obj_star_dark)).depth = show_depth;
}else{
    (instance_create(star_x,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+sprite_get_width(spr_star_yellow)+spacing,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*2,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*3,star_y,obj_star_yellow)).depth = show_depth;
    (instance_create(star_x+(sprite_get_width(spr_star_yellow)+spacing)*4,star_y,obj_star_yellow)).depth = show_depth;
}
